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BloodyRain2k

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Everything posted by BloodyRain2k

  1. My tip is turning the mini radial engines in mini LRBs, I always put 4 of these slightly angled on my stages that go into orbit so I can get them out after circulization. Aside that does only careful design help, make everything after orbital insertion ssto and deorbitable, or put a docking port on it and collect it later for deorbiting. name = smallRadialEngineLRB module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, -0.1690665, 0.0, 0.0, 1.0 fx_exhaustFlame_yellow_tiny = 0.0, -0.4017511, 0.03656602, 0.0, 0.9, -0.1, running sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage cost = 240 category = Propulsion subcategory = 0 title = Rockomax 24-77 LRB manufacturer = Rockomax Conglomerate description = Tiny engine! But very useful, good for craft where larger radial engines won't fit. Although, you may need more of them to lift larger payloads. attachRules = 0,1,0,1,0 mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 ActivatesEvenIfDisconnected = true MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 20 maxThrust = 20 heatProduction = 150 fxOffset = 0, 0, 0.01 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 250 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 }
  2. Or atleast if it wouldn't still fire chutes <.< I wish it'd only auto stage chutes if these would also be decoupled at the same time. I think NASA has better software at their disposal. Or SpaceX. Edit: there's also a small bug with the staging calculation, if you fire 3 engines in stage 2, and drop 2 in stage 1 (think LRBs) stage one is guessed to have 0 thrust if there sepratrons for the 2 engines in stage 1.
  3. It's under TGT, there you find the 6 buttons relating to a selected target. Also is it me or does it not save landing coordinates?
  4. Originally made by Hogdriver I took over for maintaining the mod, but since I hardly understand how half of it works don't expect big changes to happen. There also hasn't changed much since his last update which was for 0.17 I think. The mod including source is now available on GitHub and to download it simply use this link. To get the source change the branch and select the Source branch or just use this link. To install it now under 0.20 just unpack the ORDA-master.zip (can't tell it to offer it under a different name afaik) into "KSP\GameData", it should then create an ORDA folder there. If you also want the tutorial missions to work you need to move the "KSP\GameData\ORDA\saves" folder to the KSP rootfolder, merging it with the "KSP\saves" folder, then they should work too. Changelogs: 1.1.0.0 (1.0.1) compatibility fix for 1.0.1 no more atmosphere height info as result from that, no idea how to get that now and I'm currently too lazy to fix that [*]1.0.9.8 (0.90) compatibility fix for 0.90 [*]1.0.9.7 (0.24.2) new button image to support stock hovereffect [*]1.0.9.6 (0.24.2) hopefully fixed the issues with the button [*]1.0.9.5 (0.24.2) stock toolbar button added instead of the old ORDA button [*]1.0.9.4 (0.23) fixed a bug that caused NRE spam when a nearby inactive craft had ORDA [*]1.0.9.3 (0.22) removed Ref attitude and replaced it with Anti Surface Velocity (SV-), useful for landing fixed Rad+/- to be relative to the orbit and not absolutely aiming at or away from the body unless you're less than 5km from the surface away, hopefully useful for takeoffs, just remember to switch to something else in time added attitude to aim for the next planned Node landing info now shows both parts by default fixed a bug with saving the Vel and Acc defaults [*]1.0.9.2 updated for 0.22 slightly changed model for hopefully less bad looking placement [*]1.0.9.1 added Try Catch to config loading to hopefully prevent loading problems [*]1.0.9 changed calculation of torque to work with 0.21 [*]1.0.8.1 added save button to easier save defaults [*]1.0.8 config file for default parameters, window position and docking indicator indicator for target docking port, currently only togglable by editing the config window is clamped into screen This update means that future default value changes won't affect you anymore, should you think though that you'd prefer my defaults which I'm changing kinda often to find the most allround ones simply delete the cfg or just remove the 4 lines for them from it. [*]1.0.7 userinput can override steering unlimited automatical enabling of RCS when autodocking and reaching Entry phase hopefully gotten rid of the bug where it thinks it has the torque with RCS while RCS is off also hopefully gotten rid of the bug where it stops working after docking or didn't notice it has docked [*]1.0.6 updated for 0.20 landing simulation is activated when the landing tab is selected [*]1.0.5 told the project to update the plugins folder's dll upon successful build changed the deviation auto dock limit to 120° (so if you auto dock and nothing happens check if your deviation is too high) made transfering all present resources possible [*]1.0.4 ang and vel are settable via part cfg now (if you prefer different default values than they are now, I lowered them for RCS saving reasons, this is what it's meant for) window position should not reset upon power failure vessels are targetable without having to select a port (meaning you can use it to select any target in a mess of targets) fixed some small linebreak errors docking roll now changes in 15° steps SAS is turned off upon control activation docking below 50m distance won't back off to 50m anymore (unless you try point blank, then it backs off to 5m) PS: yeah I know the presentation is lazy, sue me. I AM lazy and I don't even know what I thought when I took over, I just hope it stays mostly working ugh. But well it's public on GitHub for a reason, if anyone thinks he can do it better than me feel free to fork it and take over. Though for now I'll try to keep it running and hope 0.20 won't break too much. Also thanks to r4m0n for enduring my annoyances when I tried to get something working that I never got working : / I just suck at 3d vector math.
  5. Unless you mean it regenerates the deposits every time it finds them you misunderstood me, I deleted my deposits file to actually prevent problems, well I hoped it would, and I've since then been to two planets and no deposit was recorded either to the map or last lat / lon. When it's above one it shows the amount and depth but it won't mark it on the map nor save the last lat / lon. I haven't tested yet if these deposits mineable and stay with their remaining amount as it's hard to target land on something you can't see : /
  6. I wish there were fairing plates in 3m and the other sizes too, for rovers it's a pain to get off of the other things due to only having that cross in the middle. Also the unmanned command pod is still manned with 2 : / (beta 1.3.1.0)
  7. Uhm, I think it now won't notice Kethane anymore. I've passed a few pockets yet and they didn't got drawn on the map as such, it still drew grey there, and there was also no detection sound. The "last found" field also didn't react. Edit: could you also please turn on the scanner by default and maybe the sound by default off?
  8. That derp grouping seems to fix itself when you leave the VAB but there's another way to avoid the clutter: simply move all dump parts high up into the later stages, like #1 (not meaning #0 which is the final but it wouldn't matter). When decoupled parts reach the railing distance of 2km they get removed from the list so when you reach the clutter stage there shouldn't be left much of it.
  9. There were way deeper going drills planned so interplanetary offshore rigs anyone? :3 I made it two meters wide by accident But it made me think, what if the back end were two meters wide and the front end were one meter wide? The scoops shouldn't be wider than 1m else they could restrict placement of SRBs or whatever you might have around the rocket at launch time for example. Aside that do they look good. Maybe they could be sloped like this from the side: |\ Also the 1m -> 2m middlepart scoop idea is great imo Oh please I want these, especially the Octagon one and the most lower right Sat one The dead end scanner is one of the things I hate most about the Kethane mod (and there aren't much things I hate to begin with ^^) It's so annoying to find a place for it, currently it blocks the place for my DEMV miner's skycrane although I would have a spot in the back for it but that'd throw the whole balance off sadly, that scanner seems to be pretty heavy, though that my setup's horrible doesn't help I guess.
  10. I just got the DynaSat fix pack and that worked right away, has nice folding solarpanels and the ion engines work too :3 got a few satellites going around of which one scanned half of the planets in his life. The ions are damn weak and course changes take forever but whatever, unlimited fuel ftw
  11. It doesn't have to do with Kerbol (letting aside there's only one solarsystem yet anyways) but the sudden jumping from warp to 1x. Theoretically it should break almost always when you use the arrows and click from 1000x to 1x but it should theoretically never happen when you click to 5x and then to 1x. To me it never happened in 0.17 cause I use the keys (, and .) instead of the arrows and these go smooth enough on their own. Only MechJeb triggered it cause it did instant jumps but 1.9.3 seems to have that fixed. Not to mention that there might show up new bugs when a known bug is fixed. Uhm, go to the Tracking Center and cancel it's flight? :3 nice new feature in 0.17
  12. Well, it's a good idea to test LoT with just the planet that currently causes the most problems with it Mmeaning that no one managed to get LoT to successfully land something on Duna yet. Guess for Duna and other problem planets the way would be to let it course correct and then press Land at the right time, though you'd probably need a few tries and experience to judge that point correct. I'm not sure though if it would have helped your mun landing if you would've been in an somewhat circular orbit instead of a bypass course, as I understood it, cause LoT does deorbit burns to correctly land as it tries to avoid unneccessary thrusting and I'm not sure it can handle other approaches good. Maybe try it again and this time circulize before you hit LoT, dunno. On the other hand does it sound like the approach was already good so I don't know what could've been wrong, did you maybe use warp while descending? I recently got the feeling that it won't stop warp on it's own anymore, no idea if that's the case though.
  13. So you're expecting and ALPHA to be bugfree? LOL
  14. Ok the latter with DB is probably a problem, forgot about that. Also yeah, MF doesn't seem to force you to login for downloading (anymore) but I could swear it didn't wanna gimme a file a few times without being logged in ._. well whatever.
  15. Since MF became a downloadable-only-if-you're-logged-in host I started to like it a lot less. I have a different problem with them: no idea why but I HAVE to start all downloads twice cause the first time it NEVER starts, the 2nd time starts almost always then. Dunno what's wrong with them but they're becoming a pain in the ass <.< I'd suggest people to rather use DropBox, it works and you can update things without having to change the links, way better imo.
  16. No offence against MMI but I only liked two parts from the SatPack: the small satellite command module and the nice folding legs you can put below it. Against all other parts I prefered the DynaSat ones : / Mainly cause the MMI batteries wouldn't allow placing things on them and the engines were even weaker though smaller. And uhm, I forgot the rest but I think I didn't need that, else I'd remember it XD But yeah, I'm none the less looking forward to the new pack, if it's better I might kick DynaSat then : / With the current parts window I like to have as few non needed parts as possible.
  17. While trying to get some things to Duna I noticed that MechJeb tries to correct the course mid-way way too soon, it kept swinging back and forth (was a rather heavy lump) and maybe, just maybe, pulsed the engines once. After like 5 min of 4x I gave up and tried my luck myself. Using SASS I got it done faster than it, though probably not as fuel efficient but then again, done in a few min is probably better than trying for a day. But the slow response of that lump wasn't the problem, when I tried it with a lightweight satellite it had the same problem for some reason. Maybe it should aim for multiple corrections to get closer than just that one that seems to start way too soon. "Way too soon" here being 2 / 3 from Kerbin to Duna. Or just try to turn more carefully when the ship's heavy but I guess the question is how to define "heavy"... It would also for these cases be nice if it could continue an encounter attempt if you have manually fixed something like the above but don't really know where to aim now (or not have the fuel to do guessing). Another thing I was wondering, does Autom8 have file writing access? Cause if I could maybe write a logger for the Kethane Scanner so I won't have to measure out a pocket's position from the ever again resetting map data : / Well that is if it also could access that scanner which I bet it can't (yet?) I also found out my other idea from the other day works, abusing Smart A.S.S.'s Retrograde and Translatrons Keep Vert as landing assistant. Thought the results can be unexpected. I just had to turn off Kill H/S : / didn't know that when I suggested this as new feature while it was already there XD Anyways, MechJeb's great and I'm really glad it was made, I'm just too lazy (and most times not even able) to fly the pieces of junk I'm building so it's a great help for that ^^ One thing I hope that could be added (I know you could Autom8 that probably, but I couldn't calculate that for my life) is using a rather direct encounting way instead of the fuel efficient one. Though there's only one case where you can really afford this and that's with the rare solar powered things. I already had more than enough problems packing all the fuel into the lump to even get to Duna.
  18. yeah, figured something like that too now, managed to get my DEMV on a 5m->5x3m NP plate into duna orbit, that thing had a heck load of NP Nervas xD though a part (including their fuel tank) were used up just to get to kerbin orbit, but still, it's there with excess fuel so whatever. Atm I'm scanning out a place to land and then gotta hope everything works... If you just need ion engines you can use the DynaSat fix pack, that one has folding solars and ion engines with fitting 2m batteries. Made a solar satellite that even managed to get to jool, though the first version had not enough solars to get enough fuel most of the time back there. If you wanna go far you'll need atleast 3 folding panels and best one battery per engine.
  19. I already made that one into a miner, just having problems with getting that thing onto duna. Cause it's landing phase is partially off balance and it can already hardly get off of that but on top of that does the rocket nearly rip itself apart all the time : / In relation to above, I could need a 5m payload pack fairing and base plate XD so the DEMV will hopefully fit in. Though I think for now I'll try and see if self made upscaled parts would do the trick too, but I think the base would get too high to get off, for vehicles driving off of it after landing they should really be more flat. Like the ones in NovaPunch though these are mostly hollowed which is no good either. : (
  20. I thought about how installing addons could be made easier and aside the external tools for handling this there's a pretty obvious and I'd guess rather easy solution. Instead of installing addons with their folders (Parts, Plugins, Ships etc) into the game ones it should check in a seperate Addons folder for addons, in the simple way of Addons\ModName\[Parts,Plugins,Ships] and threat them as if these were in the main folder. Gmod does it the same way and it works good I'd say. That way you can easily add and remove mods without having to handpick the files out of the folders again. In the case that a mod overwrites stock parts it should simply ignore it's stock parts and instead use the mod's ones. (Anyone ever tried to deinstall Ferram Aerospace Research? Hope you made a backup...) And in the rare case that two mods overwrite / add the same parts, well dunno, first comes, first served? Doesn't really matter, you can't load two at the same time now either. I'm also in the progress of writing my own mod manager and even though I'm using crc checks to find installed parts correctly that fails when mods happen to overwrite stockparts with partial stock files. Well either that or I messed up the deinstallation. Anyways, this approach would get rid of these problems. PS: I'm not complaining, it's wonderful to see a game like this have addon support so early :3 also it's portable and doesn't rape the registry which just makes it even more worth the money (loading time's a bit big though but w/e) Edit: PPS: sorry if this was already suggested, tried a short search but didn't find anything. Edit 2: Two weeks and no response from anyone, guess no one except me cares. Meh.
  21. If you'd get less than what you've used up what would be the point to get it in the first place?...
  22. Ram Scoops! (going by that these things weren't misnamed in Gmods Spacebuild, cause if they were no one will know what I mean XD) They could gather kethane based on atmospheric density, meaning the lower (and faster) you're going through it, the more you get, though the more you have to fight with said density : / Also it'd be a challenge to make things stay in the atmosphere and not fall down, so I guess if you forget to get back to orbit before you switch vessels it'll fall.
  23. Just a few hundred other people that already reported it to death. Most of the stock ships aren't even capable of flight, with or without MJ... Mine works fine so you either messed your ship up or the installation. Also it would be cool if it'd be possible to use retrograde also on the surface so it points away from your moving direction and Keep Vert, that'd be an alternative to the land button xD
  24. Oh right, I remember one: take control (over the tracking station) of a debris, you can now Alt+F4 cause you can't end the flight nor go back to the space center : / Dunno though if that one was a vanilla bug or cause by that triplet. I actually like the auto debris removing of 0.17, spares me the mess up in the tracking station list. How about you get the pack and kick out all parts you don't want? That's only one nice thing about KSP mods :3 try doing that in Minecraft XD
  25. Yeah, I've read up about the ISP now (which I should've done before) but I'm none the wiser how to know how much total thrust I get out from the fuel I'm carrying : / Is that this delta V everyone means? XD'' But with the last part you confused me, bigger is better was pretty clear, the example after that was the opposite, unless you meant that 400 ISP will use 33% LESS fuel than 300 ISP for the same thrust x.x
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